fix VC7 compile errors
This commit is contained in:
+11
-11
@@ -128,7 +128,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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strcpy( mesh.szName, szName );
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strcpy( mesh.szName, szName );
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// mesh.nFlags = nFlags;
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// mesh.nFlags = nFlags;
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mesh.nMaterialIndex = nIndex;
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mesh.nMaterialIndex = (byte)nIndex;
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//
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//
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// vertices
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// vertices
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@@ -173,7 +173,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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// vertex.nFlags = nFlags;
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// vertex.nFlags = nFlags;
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memcpy( vertex.Vertex, Vertex, sizeof(vertex.Vertex) );
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memcpy( vertex.Vertex, Vertex, sizeof(vertex.Vertex) );
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memcpy( vertex.uv, uv, sizeof(vertex.uv) );
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memcpy( vertex.uv, uv, sizeof(vertex.uv) );
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vertex.nBoneIndex = nIndex;
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vertex.nBoneIndex = (byte)nIndex;
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AddPointToBounds (Vertex, m_vMins, m_vMaxs);
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AddPointToBounds (Vertex, m_vMins, m_vMaxs);
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}
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}
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@@ -547,7 +547,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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// Setup temp vertices
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// Setup temp vertices
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m_vTempVerticesByBone.resize( m_pModel->Meshes.size() );
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m_vTempVerticesByBone.resize( m_pModel->Meshes.size() );
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for (i = 0; i < m_pModel->Meshes.size(); i++)
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for (i = 0; i < (int)m_pModel->Meshes.size(); i++)
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{
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{
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msMesh& Mesh = m_pModel->Meshes[i];
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msMesh& Mesh = m_pModel->Meshes[i];
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m_vTempVerticesByBone[i].resize( Mesh.Vertices.size() );
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m_vTempVerticesByBone[i].resize( Mesh.Vertices.size() );
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@@ -703,13 +703,13 @@ bool Model::LoadMilkshapeAsciiBones( CString sPath )
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// ignore "Frames:" in file
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// ignore "Frames:" in file
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m_pModel->nTotalFrames = 0;
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m_pModel->nTotalFrames = 0;
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for (int i = 0; i < m_pModel->Bones.size(); i++)
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for (int i = 0; i < (int)m_pModel->Bones.size(); i++)
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{
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{
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msBone& Bone = m_pModel->Bones[i];
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msBone& Bone = m_pModel->Bones[i];
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for( int j=0; j<Bone.PositionKeys.size(); j++ )
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for( int j=0; j<(int)Bone.PositionKeys.size(); j++ )
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{
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{
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, Bone.PositionKeys[j].fTime );
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, (int)Bone.PositionKeys[j].fTime+1 );
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, Bone.RotationKeys[j].fTime );
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, (int)Bone.RotationKeys[j].fTime+1 );
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}
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}
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}
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}
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@@ -850,7 +850,7 @@ Model::SetupBones ()
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}
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}
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}
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}
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for (i = 0; i < m_pModel->Meshes.size(); i++)
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for (i = 0; i < (int)m_pModel->Meshes.size(); i++)
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{
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{
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msMesh *pMesh = &m_pModel->Meshes[i];
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msMesh *pMesh = &m_pModel->Meshes[i];
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for (j = 0; j < (int)pMesh->Vertices.size(); j++)
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for (j = 0; j < (int)pMesh->Vertices.size(); j++)
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@@ -997,14 +997,14 @@ void Model::Update( float fDelta )
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Actor::Update( fDelta );
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Actor::Update( fDelta );
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AdvanceFrame( fDelta );
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AdvanceFrame( fDelta );
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if( m_pModel )
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if( m_pModel )
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for( int i=0; i<m_pModel->Materials.size(); i++ )
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for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
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m_pModel->Materials[i].aniTexture.Update( fDelta );
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m_pModel->Materials[i].aniTexture.Update( fDelta );
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}
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}
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void Model::SetState( int iNewState )
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void Model::SetState( int iNewState )
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{
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{
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if( m_pModel )
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if( m_pModel )
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for( int i=0; i<m_pModel->Materials.size(); i++ )
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for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
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m_pModel->Materials[i].aniTexture.SetState( iNewState );
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m_pModel->Materials[i].aniTexture.SetState( iNewState );
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}
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}
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@@ -1012,7 +1012,7 @@ int Model::GetNumStates()
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{
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{
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int iMaxStates = 0;
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int iMaxStates = 0;
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if( m_pModel )
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if( m_pModel )
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for( int i=0; i<m_pModel->Materials.size(); i++ )
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for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
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iMaxStates = max( iMaxStates, m_pModel->Materials[i].aniTexture.GetNumStates() );
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iMaxStates = max( iMaxStates, m_pModel->Materials[i].aniTexture.GetNumStates() );
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return iMaxStates;
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return iMaxStates;
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}
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}
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@@ -581,10 +581,10 @@ void Player::CrossedRow( int iNoteRow )
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void Player::RandomiseNotes( int iNoteRow )
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void Player::RandomiseNotes( int iNoteRow )
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{
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{
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int NewNoteRow = iNoteRow + 50 / GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fScrollSpeed; // change the row to look ahead from based upon their speed mod
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int NewNoteRow = (int)(iNoteRow + 50 / GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fScrollSpeed); // change the row to look ahead from based upon their speed mod
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// check to see if they're at the crossed row
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// check to see if they're at the crossed row
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int EmptyNoteCol = -1;
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// int EmptyNoteCol = -1;
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int WaitingForEmptyColumn = -1;
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// int WaitingForEmptyColumn = -1;
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bool b_updatenotedata = false;
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bool b_updatenotedata = false;
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int iNumOfTracks = GetNumTracks();
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int iNumOfTracks = GetNumTracks();
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@@ -212,7 +212,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
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RankingCategory cat[NUM_PLAYERS];
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RankingCategory cat[NUM_PLAYERS];
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int iRankingIndex[NUM_PLAYERS];
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int iRankingIndex[NUM_PLAYERS];
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float fTotalDP;
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float fTotalDP = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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{
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float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
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float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
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@@ -18,7 +18,7 @@
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#include "SongManager.h"
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#include "NoteFieldPositioning.h"
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#define BPMSPEED THEME->GetMetricI("ScreenHowToPlay","ScrollBPM")
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#define BPMSPEED THEME->GetMetricF("ScreenHowToPlay","ScrollBPM")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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{
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{
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@@ -63,7 +63,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
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m_pSong = new Song;
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m_pSong = new Song;
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m_pSong->AddBPMSegment( BPMSegment(0,BPMSPEED) );
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m_pSong->AddBPMSegment( BPMSegment(0.0,BPMSPEED) );
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m_pSong->AddStopSegment( StopSegment(12,2) );
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m_pSong->AddStopSegment( StopSegment(12,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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@@ -29,8 +29,8 @@ Chris Danford
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#define ELEM_SPACING THEME->GetMetricI("ScreenSelectMode","ElementSpacing")
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#define ELEM_SPACING THEME->GetMetricI("ScreenSelectMode","ElementSpacing")
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#define INCLUDE_DOUBLE_IN_JP THEME->GetMetricI("ScreenSelectMode","IncludeDoubleInJointPremium")
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#define INCLUDE_DOUBLE_IN_JP THEME->GetMetricI("ScreenSelectMode","IncludeDoubleInJointPremium")
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#define SCROLLING_LIST_X THEME->GetMetricI("ScreenSelectMode","ScrollingListX")
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#define SCROLLING_LIST_X THEME->GetMetricF("ScreenSelectMode","ScrollingListX")
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#define SCROLLING_LIST_Y THEME->GetMetricI("ScreenSelectMode","ScrollingListY")
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#define SCROLLING_LIST_Y THEME->GetMetricF("ScreenSelectMode","ScrollingListY")
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode", "GuideX")
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode", "GuideX")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
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#define USECONFIRM THEME->GetMetricI("ScreenSelectMode","UseConfirm")
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#define USECONFIRM THEME->GetMetricI("ScreenSelectMode","UseConfirm")
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@@ -518,6 +518,9 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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<File
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<File
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RelativePath="ScreenTitleMenu.h">
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RelativePath="ScreenTitleMenu.h">
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</File>
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</File>
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<File
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RelativePath="ScreenUnlock.cpp">
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</File>
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<File
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<File
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RelativePath="ScreenUnlock.h">
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RelativePath="ScreenUnlock.h">
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</File>
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</File>
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@@ -1617,6 +1620,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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<File
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<File
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RelativePath="Model.h">
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RelativePath="Model.h">
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</File>
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</File>
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<File
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RelativePath="ModelTypes.cpp">
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</File>
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<File
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RelativePath="ModelTypes.h">
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</File>
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<File
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<File
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RelativePath="Quad.h">
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RelativePath="Quad.h">
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</File>
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</File>
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@@ -1708,6 +1717,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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<File
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<File
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RelativePath=".\ThemeManager.h">
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RelativePath=".\ThemeManager.h">
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</File>
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</File>
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<File
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RelativePath="UnlockSystem.cpp">
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</File>
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<File
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RelativePath="UnlockSystem.h">
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</File>
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</Filter>
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</Filter>
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<File
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<File
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RelativePath="StepMania.xpm">
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RelativePath="StepMania.xpm">
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